The phrase "Principia Rationis Alterius Mundi" is Latin for "The Principles Underlying the Design of another World."
Everything in Ebrys should be directed at things the heroes can interact with. This is also known as the Fourfold Principle, because to qualify as interactive, every element must be related to a problem, threat, resource, or reward that could plausibly involve the heroes.
History is driven by the need for action, adventure, intrigue, villainy, and daring in the present day. Thus, the period beginning in the year 14380 is the most important watershed in the history of Ebrys.
The setting should not describe or detail anything that is inert; that is, all content that is detailed should be plausibly of interest to the goal-seeking behaviour* of player-characters at some point in the game.
Changes caused by heroes have consequences that cascade through the setting and thereby provide feedback or consequences for them. The changeable elements should be related back onto each other over and over again to satisfy this principle.
Ebrys should "say yes" to as many ideas as it can, and be open to player suggestions. Despite the level cap, this probably makes the setting qualify as high fantasy, especially as one gets into more exotic lands.
All of these come together in the following method:
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